package com.example.randomscrollmaptile;

import java.io.InputStream;
import java.nio.ByteOrder;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;


public class MapTile {
	
	private FloatBuffer vertexBuffer;
	private FloatBuffer textureBuffer;
	private ByteBuffer indexBuffer;
	
	private int[] textures = new int[1];
	
	private float vertices[] = {
			0.0f, 0.0f, 0.0f,
			1.0f, 0.0f, 0.0f,
			1.0f, 1.0f, 0.0f,
			0.0f, 1.0f, 0.0f,
	};
	
	private float texture[] = {
			0f, 1f,
			1, 1.0f,
			1.0f, 0f,
			0.0f, 0.0f,
	};
	/* ORIGINAL
	private float texture[] = {
			0.0f, 0.0f,
			1.0f, 0f,
			1, 1.0f,
			0f, 1f,
	};
	*/
	
	private byte indices[] = {
			0, 1, 2,
			0, 2, 3,
	};
	
	public MapTile() {
		
		ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
		byteBuf.order(ByteOrder.nativeOrder());
		vertexBuffer = byteBuf.asFloatBuffer();
		vertexBuffer.put(vertices);
		vertexBuffer.position(0);
		
		byteBuf = ByteBuffer.allocateDirect(texture.length * 4);
		byteBuf.order(ByteOrder.nativeOrder());
		textureBuffer = byteBuf.asFloatBuffer();
		textureBuffer.put(texture);
		textureBuffer.position(0);
		
		indexBuffer = ByteBuffer.allocateDirect(indices.length);
		indexBuffer.put(indices);
		indexBuffer.position(0);
	}
	
	public void loadTexture(GL10 gl, int texture, Context context) {
		InputStream imagestream = context.getResources().openRawResource(texture);
		Bitmap bitmap = null;
		try {
			bitmap = BitmapFactory.decodeStream(imagestream);
		} catch(Exception e) {
			
		} finally {
			try {
				imagestream.close();
				imagestream = null;
			} catch(Exception e) {
			}
		}
		
		gl.glGenTextures(1, textures, 0);
		gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
		
		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
		
		GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
		
		bitmap.recycle();
	}
	
	public void draw(GL10 gl) {
		gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
		
		gl.glFrontFace(GL10.GL_CCW);
		gl.glEnable(GL10.GL_CULL_FACE);
		gl.glCullFace(GL10.GL_BACK);
		
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
		
		gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
		gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
		
		gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);
		
		gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
		gl.glDisable(GL10.GL_CULL_FACE);
	}

}
